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Gladius Games - Player Moveset Animation Loops - Production Art

The goal for the animations direction of the mechs was to mix fluid organic movement (for fast action gameplay purposes) and weighty mechanical movements (to emphasise the weight and power of the machines but also to create dynamic telegraphed attacks for readability)

The character model is split at the hips. (Hence the pink and blue alignment markers to ensure the upper body and lower body match regardless of move combos) This allows for the combination of static and mobile attacks making movement fluid and less stiff.

These are the base move sets of the playable mech fighters for Gladius Games.
These animations used on the main character the player uses during the story mode formed the base template for the rest of the playable cast.

Each fighter has slight variations on this core move set (accommodations made for the different mechs proportions and body structure)

Idle

Idle

Walk
(200X200) size canvas to ensure all animations fit.

Walk
(200X200) size canvas to ensure all animations fit.

Aiming 
(Player can aim and shoot in all 8 compass directions)

Aiming
(Player can aim and shoot in all 8 compass directions)

Shoot

Shoot

Jab

Jab

Heavy Punch

Heavy Punch

Kick

Kick

Upper Cut

Upper Cut

Ground Slam

Ground Slam